/*
 * This file is part of aion-unique <aion-unique.org>.
 *
 *  aion-unique is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  aion-unique is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with aion-unique.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.aionengine.gameserver.network.aion.clientpackets;

import com.aionengine.gameserver.model.EmotionType;
import com.aionengine.gameserver.model.gameobjects.Summon;
import com.aionengine.gameserver.model.gameobjects.player.Player;
import com.aionengine.gameserver.model.gameobjects.state.CreatureState;
import com.aionengine.gameserver.network.aion.AionClientPacket;
import com.aionengine.gameserver.network.aion.AionConnection.State;
import com.aionengine.gameserver.network.aion.serverpackets.SM_EMOTION;
import com.aionengine.gameserver.utils.PacketSendUtility;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

/**
 * @author ATracer
 */
public class CM_SUMMON_EMOTION extends AionClientPacket {

    private static final Logger log = LoggerFactory.getLogger(CM_SUMMON_EMOTION.class);

    @SuppressWarnings("unused")
    private int objId;

    private int emotionTypeId;

    public CM_SUMMON_EMOTION(int opcode, State state, State... restStates) {
        super(opcode, state, restStates);
    }

    @Override
    protected void readImpl() {
        objId = readD();
        emotionTypeId = readC();
    }

    @Override
    protected void runImpl() {

        Player player = getConnection().getActivePlayer();
        EmotionType emotionType = EmotionType.getEmotionTypeById(emotionTypeId);

        // Unknown Summon Emotion Type
        if (emotionType == EmotionType.UNK)
            log.error("Unknown emotion type? 0x" + Integer.toHexString(emotionTypeId).toUpperCase());

        Summon summon = player.getSummon();
        if (summon == null) {
            log.warn("summon emotion without active summon on " + player.getName() + ".");
            return;
        }

        switch (emotionType) {
            case FLY:
            case LAND:
                PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, EmotionType.START_EMOTE2));
                PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
                break;
            case ATTACKMODE: // start attacking
                summon.setState(CreatureState.WEAPON_EQUIPPED);
                PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
                break;
            case NEUTRALMODE: // stop attacking
                summon.unsetState(CreatureState.WEAPON_EQUIPPED);
                PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
                break;
		default:
			break;
        }
    }
}
